using UnityEngine;

public class PlayerStateBase : IState
{
	public PlayerController _Mono;

	public float _Timer;

	public ItemSO_Data_Player招式_系数 _Data_Player招式_系数;

	public StateType_Player _NextState;

	public bool _Is继续跳跃;

	public bool _Is继续翻滚;

	public virtual PlayerStateBase Init(PlayerController PlayerMono)
	{
		_Mono = PlayerMono;
		return this;
	}

	public virtual void OnEnter()
	{
		_Timer = 1f;
		_NextState = StateType_Player.正常移动;
	}

	public virtual void OnExit()
	{
	}

	public virtual void OnUpdate()
	{
		_Timer -= Time.deltaTime;
		if (_Timer <= 0f)
		{
			_Mono.ChangeState(_NextState);
		}
	}

	public virtual void F_创建攻击命中回调()
	{
		F_创建攻击命中回调(_Data_Player招式_系数);
	}

	public virtual void F_创建攻击命中回调(ItemSO_Data_Player招式_系数 Data_Player招式_系数)
	{
		_Mono._C_攻击判断._伤害 = _Mono._攻击力 * Data_Player招式_系数._伤害系数;
		_Mono._Curr气力 -= Data_Player招式_系数._气力消耗;
		_Mono._C_攻击判断._攻击命中回调 += F_攻击命中回调;
		_Mono._C_攻击判断._僵直伤害 = Data_Player招式_系数._僵直伤害;
	}

	public virtual void F_攻击命中回调()
	{
		_Mono._Curr蓄力 += _Data_Player招式_系数._棍势值;
	}

	public virtual void F_喝酒()
	{
	}

	public virtual void F_棍花Down()
	{
	}

	public virtual void F_棍花Up()
	{
	}

	public virtual void F_跳跃()
	{
	}

	public virtual void F_轻攻击()
	{
	}

	public virtual void F_重攻击Down()
	{
	}

	public virtual void F_重攻击Up()
	{
	}

	public virtual void F_翻滚()
	{
	}

	public virtual void F_定身术()
	{
	}
}
